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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About Earl_of_Madness

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  1. Unity

      Thank you for that advice i'll for sure not start on the complicated stuff first also i appreciate your links.  It will take me a very long time to get anywhere since i'm a college student and i have to work a part time job so this is a side project but i'm confident i'll finish the project eventually. We will see what happens once i construct the first alpha code. 
  2. Unity

      In some ways you will have to have custom stuff to make a large game. It's difficult to manage a large pile of data without some form of editor. Choosing an engine like Unity probably helps there, though I don't know Unity. However, there's a big difference between the types of tools animators and engineers might live with, and something meant for the player to use.   If you're big into users creating things, you might want to focus on a scripting language. Script files are easy to mod. If an item or monster is defined in a script, your users will be able to use that as the editor. A game that is run primarily through an interpreter can be very moddable by nature.   I'd like the creator to be a very simple yet powerful one. Something that gives a load of freedom without the need to know scripting. Scripting would be necessary if someone wanted to make things more complicated and i would love to allow modding via scripting but i also want the tools to be usable without them.    That point aside i appreciate your comment, I'll consider scripting as a big part of it now and that will probably be the best way to do modding and content creation.  I will start off with the base code first though the base code is the most important. I'll get to the generator when i get there. 
  3. Unity

    Alright that is useful thank you! I'll just try and get basic mechanics done and crudely make the graphics before i start with anything else. I'll probably use C++ as the game language.  I also didn't realize how difficult it would be to allow a game to have custom stuff. I am still keeping with the idea but i will have to devote more time to it so i agree starting off with the base mechanics would be a good place to start.
  4. Hello Everybody, I have been currently (albiet slowly) working on the concept for a game called realm.  If you want to read about the game design head over to the other thread i have in the creative section.    http://www.gamedev.net/topic/645186-game-design-feedback-realm/#entry5075852   Anyway i've received a bit of feedback on this game as well as talking to my friends about this game and i think i'm ready for the technical side to begin now that i have a basic concept.  I am a novice programmer and I am familiar with Object oriented programming in Java, C, and C++.  I have minimal scripting knowledge, mainly from modding, and simple modding at that.    I just don't know where to start with this game. What should I code first and what language should I use? I'm thinking C++ and use that to generate a Text based version of the game since it is going to be turn based and just work on the basic methods and then work on the UI and graphics.    I have been told that using a game engine such as Unity or Unreal might be useful but i'm unsure of that prospect. I have no experience with graphics but I am willing to learn to get this project off the ground.  I don't know what will be easier or what will be create a better game experience so i'm open to ideas.  I don't know if i should do my own Graphics coding or if i should use an engine.    Also a core point of the game is that there will be a way for players to create their own campaigns and content, Worlds, classes, races, items, skills, sound, objectives and every other mechanic that i will use, i may not use them all but whatever mechanic i use i want it to have a creator. That may be difficult but i would like to know how that can be done if i should include it in the game or have a separate dev kit.    I just don't know where to start. Once i have a great deal of base code that is actually testable i will post it and hopefully Realm will show some promise.    Everyone thank you for your contribution. 
  5. Hey Thanks for your comment, i think i will go for a turn based style of game and thanks for recomending Unity.  All i'd want the engine for is graphics nothing else. I think i will go more 3D because it is turn  based and there will be a lot more interesting ways to create campaigns in those sorts of situations especially if I include high amounts of detail in the places characters can go.     I will have to find a way to use the QTE to make it interesting and fun rather than boring and annoying. That i think will be the hardest part of design.  a Turn based enviornment also gives me more freedom with a choice and character impact mechanics.    If anyone has any good ideas on how to do QTE mechanics so that they are fun or what they find frustrating about them please let me know and how that mechanic can be used to greater benefit.  thank you for your insights McCheesy
  6. That might be the case, i might make my own engine or mod one that is currently out there i don't have a set schedule on what needs to be done.  All i know is that i want the game to be mod friendly and be open to the community for content.  The benefit of course of writing or heavily modding an engine to be my own is that it would be relatively easy to come up with content and keep using the engine to expand on the initial game. Even if the work load is heavier initially. However unlike an engine i would say that it would be less open to script mods and utilization of the Dev Kit like the skyrim dev kit would be ideal.   I still don't know if i want the game to be Action vs Turn based and the perspective i want to use. I might make it turn based but make combat a bit more action with the need of keypresses to create combos. Either with your own character or other party members. 
  7. Alright so i want to start diving into game design.  I enjoy programming and playing games of all sorts both video and tabletop games so i am an avid gamer.  I have devised a game concept called Realm.  Though I am new to game programming i am half decent at programming. Overall my design philosophy is that this is a side project for me, i want to make a fun and enjoyable game.    Right now i'm working on a design overview before i begin the first text-based pre-alpha code. The game will include graphics but text based to get the basic methods ready and working. Before I begin working i would like a bit of feedback   The game Realm is a Baldur's Gate style of game in essence it is an RPG on computer in the most general sense. The idea of the game is that the player creates a character and will play through a campaign of my design. I play D&D, CoC, and other RPGs so i have had experience in writing stories. Back to design one of the things i want to implement is a well formatted Co-op and Adventure Creator so other people can create their own campaigns for their friends to play with them. Even allow the creation of different worlds.  Far Future, Apocalypse, High fantasy, any setting can be made if enough time and effort is put into it (of course i wouldn't be able to create all libraries however the game would be open to the Mod community and encouraged to make such content).   Above all i want to be different, new and innovative but i also want the game to be enjoyable, fun and easy to pick up for anyone who enjoys genres of games of that sort.    I now have a direction i want to take my game it is going to be a 3D turn based game in mechanics however currently it might use a QTE mechanic to give combat and things of that nature more interest because that is often the problem i find with turn based games is that the games often become button mashers. I want to avoid that.  Because its an RPG i want players to make meaningful decisions and that what they are doing has impact. I think the main campaign adventure that i create to come with the game will be a Fallen High Fantasy Setting basically the setting is that things like elves, magic, and all those things were once in the world but now they have come to pass and the world now contains few if any of its ancient remnants.  I'll have to work more on the story but i think i have  something in mind.    Thank you all so much in advance.